[MOD] CSP - Canteran ship pack 1.0

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
beaver1981
Posts: 60
Joined: Wed, 22. May 13, 23:26
x4

[MOD] CSP - Canteran ship pack 1.0

Post by beaver1981 » Sat, 19. Dec 15, 02:05

Canteran ship pack 1.0

http://steamcommunity.com/sharedfiles/f ... =578457960

http://www.nexusmods.com/xrebirth/mods/513/?

This pack provides some redesigned ships and the CV from the plot all buyable in DeVries and Albion.
Adds pirate fighters to DV and AL shipyard.
Adds Shipyards to DeVries CV that will only work properly if you have a shipyard mod installed.

I repeat: Their function depends 100% on a third-party shipyard mod like Blackrain´s "player shipyards" or "CWIR" or eMYNOCK´s "player shipyards and enhancements" which is a derivate of BR´s mod.

______________________________________________________________________________

While making this I had some close looks at mods from:

- aladinaleks
- Lander1979
- BlackRain
- Marvin Martian
- Exavier724

I reproduced some things they did. So many thanks for your inspiring mods!
I used some of them in my games and had a great time! :)

Thanks to unitrader and alexalsp at the egosoft forum for answering some silly questions, w.evans for infos about MICT and Marvin Martian for info on compatibility to his carrier-mod and giving a hint on how to solve problems with drone-movement.
______________________________________________________________________________


This mod is originally written in german.
Translation into russian language by aladinalex aka. alexalsp. (since I added some things, there are englisch placeholders)
Translation into english language by reaperxvii.
If someone wants to provide a translation into another language, feel free to contact me.

Tested with Version 4.0.

Use at your own risk.

Incompatible with STB2199_DeVries_MOD.

-----------

XL-ships:

- Cerberus: A variant of the Sucellus (introduced as Inazuma by aladinaleks in one of his mods ( http://steamcommunity.com/sharedfiles/f ... =515266755 ), but very different).
- compatibility with MICT by w.evans (is recognized as long-range ship)
- new main weapon
- 30 new VC/MG-turrets
- 6 laser-beam-turrets
- 2 swarm-missile-turrets
- hull: 3.400k
- shields: mk3
- speed: 96

- Kukri: Variant of the Scaldis freighter
- 16 new VC/MG-turrets
- 2 new HV/PR-turrets
- 3 mining-turrets
- hull: 2.100k
- shields: mk3
- speed: 76

- Titan: Variant of the Arawn carrier (full compatibility with marvin martian´s carrier mod)
- 72 new VC/MG-turrets
- 22 laser-beam-turrets
- 6 swarm-missile-turrets
- 3 HIVI/MA-turrets
- hull: 7.500k
- shields: mk3
- speed: 76

- CV (plot)
- no changes
- can only build integrative URV-forge

- CV (DV)
- no changes
- can build shipyards (see note above!)
- can build Canteran Ringstation
- can build Solar Energetics

----------

L-ships:

- Karion: Variant of the Lepton freighter
- new VC/MG-turrets
- new HV/PR-turrets
- hull: 950k
- shields: mk3
- speed: 132

- Ragnarok: Variant of the Stromvok destroyer
- 14 new VC/MG-turrets
- 2 swarm-missile turrets
- 1 HIVI/MA-turret
- hull: 2.000k
- shields: mk3
- speed: 110

- Onil gas/minerals mkII
- new VC/MG-turrets
- hull: 850k
- shields: mk2
- speed: no changes

- Ragnarar
- Stromvok + 1 HIVI/MA-turret (like Ragnarok)

- Stratos freighters: Variants of the Styrvok freighters with more hull
- 8 new VC/MG-turrets
- hull: 1250k - 1600k
- shields: mk3
- speed: 110

----------

M-ships

-Cannibal: Variant of the Golem fighter
- 4 new Vulcan-MGs
- 2 torpedo launchers (nova-drones!!!)
- hull: 96k
- shields: 82k
- speed: 320

S-ships

-Warmonger: Variant of the Hesus fighter
- 2 new Vulcan-MGs
- 4 missile launchers (guided)
- hull: 45k
- shields: 55k
- speed: 386

----------

Turrets

- VC/MG: Damage: About 2500/s. Short-range anti-fighter-turret.
- HV/PR: Damage: About 7600/s. Mid range anti-fighter-turret. Can maybe deal with L-ships.

Main weapon Cerberus

- HPG: Damage 30000/s. Fast firing plasma-gun.

----------

I recommend using MICT by w.evans.
If you use MOCT, I suggest you don´t use supp1 and supp3, because it is intended that the Cerberus is stronger and more cost intensive than the Sucellus.

I also recommend using Carrier & MoreCarriers by Marvin Martian.

I really like the ship-packs by aladinaleks which are very well done especially his "Redesign Ships" mod.


Please excuse my english and my poor translation.

Hope you have fun with this. :)

Feel free to comment, but don´t expect fast answers... ...I´m a little short on time these days.[/url]
Last edited by beaver1981 on Thu, 27. Jul 17, 12:50, edited 10 times in total.

beaver1981
Posts: 60
Joined: Wed, 22. May 13, 23:26
x4

Post by beaver1981 » Sat, 19. Dec 15, 20:30

Updates

1.0 - Added Stratos freighters, all ships also available in Albion, added new shipyards to canteran CV (will only work if you have a shipyard mod-installed e.g. Blackrain´s player shipyards or CWIR or Player Shipyards and Enhancements by eMYNOCK.

0.97 - Added Warmonger fighter (no russian translation for the t-file entries), various tweaks and fixes I don´t remember.

0.91 - Added t-file for russian language, 3 HIVI/MA turrets on Titan, workaround for drone-movement-problem with Onil miners, weapon tweaks.

0.5 - Added some code Marvin Martian gave to me for better compatibility with his carrier-mod.

0.42 - Ragnarok not anymore recognized as MICT LR, code cleanup.

0.4 - Repositioned radar on Ragnarok. Changed range of HIVI/MA-turret so that there is a better chance of staying out of fire when jumping or boosting into combat when using MICT.

0.3 - Changed rotation-speed of the Ragnarok´s HIVI/MA-turret from 10°/s to 30°/s. Showed some strange behaviour before, was not able to properly aim at target/did not fire.

0.2 - Ragnarok is recognized by MICT as long-range ship. Changed that because ship was facing towards enemy with upper side but HIVI/MA can only turn up about 45°... ...so it did not fire :(
Last edited by beaver1981 on Sat, 5. Mar 16, 11:21, edited 8 times in total.

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Sat, 19. Dec 15, 20:54

beaver1981 wrote:0.2 - Ragnarok is recognized by MICT as long-range ship. Changed that because ship was facing towards enemy with upper side but HIVI/MA can only turn up about 45°... ...so it did not fire :(
In cases like this, it's best to not register the ship with MICT as an LR ship. MICT should still detect that your ship is long-ranged, and orient your ship with its biggest guns to bear. :)

From your description, it looks like your Cerberus will be fine registered as MICT LR.

Nice mod!

User avatar
Marvin Martian
Posts: 3547
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian » Sun, 20. Dec 15, 09:37

i see that behavor also sometimes, especially on Sucellus this is a bad situation

it think it should be more strict at MICT.move to face the enemy if it is an LR ship - or make a initial dectection what side the ship needs/prefer and work with chances/weight to find a direktion

also it might be better not jump/boost/move around and stay in position as long as possible but always nose straight to main-target

and i added myself some additional checks like at the boost behavior, after rotating into boost-direction to check target-distane again
because sometimes the enemy came so close during rotation that the previous calculated position is already outdatet if the ship could now start boost

beaver1981
Posts: 60
Joined: Wed, 22. May 13, 23:26
x4

Post by beaver1981 » Sun, 20. Dec 15, 11:36

@w.evans
Nice mod!
Thanks! :)
In cases like this, it's best to not register the ship with MICT as an LR ship. MICT should still detect that your ship is long-ranged, and orient your ship with its biggest guns to bear. Smile
MICT detects the range of the turret correctly and, assuming that this is the intended behaviour, I think the ship behaves correctly facing the enemy with it´s upper side, because this is the side that deals most damage. I think the problem is the HIVI/MA-turret which cannot rotate freely.

I use a modified version of "Npcs Gain XP" by oliverjanda in my game. I think it´s a nice idea that your crews are getting better over time working for you. So first their ships run vanilla combat scripts and later your MICT scripts.

For the Ragnarok this means a change of role at this point, which is a quite interesting point I think. Running vanilla scripts you might use it as a escort- or patrol-ship, but at the point it starts tu run MICT combat scripts it becomes some kind of heavy support unit like an artillery unit, which is quite cool in the context of the mod and also has potential to add some more depth to the game in terms of combat tactics.

I designed the weapons of the Cerberus that way, that it will jump into weapon range of it´s enemy when using MICT. It will use it´s main gun and all it´s heavy turrets to attack. The enemy has the opportunity to fire back since the Cerberus is in weapon-range at least for medium sized turrets. So there will be a real battle, and I think we all like the screen getting colourful :).
So the Cerberus behaves like I think a destroyer should. It will always face it´s enemy very directly.

The Ragnarok running MICT will jump to a position outside the weapon range of most enemys because of the weapon range of the HIVI/MA-turret and could support the attack of another ship like the Cerberus.
Watched this behaviour more than once - quite cool I think.

So I think your mod does not only improve combat behaviour but has also the chance to add the feeling that something evolves to the game.
Some kind of synergy here :D

That are my thoughts on it depending on my style of gameplay... ...but everyone should approach this to his liking.

----------------------------------------------------------------------------------

@Marvin Martian
i see that behavor also sometimes, especially on Sucellus this is a bad situation
Yeah, the Secullus will often turn it´s upper side on the enemy. Again I think this is the right behaviour because that side deals most damage, maybe a problem of ship design?!?
also it might be better not jump/boost/move around and stay in position as long as possible but always nose straight to main-target
I think the same :)
and i added myself some additional checks like at the boost behavior, after rotating into boost-direction to check target-distane again
because sometimes the enemy came so close during rotation that the previous calculated position is already outdatet if the ship could now start boost
Cool! ...maybe w.evans will implement such thing into his mod. I think this is needed, would prevent some strange movement-behaviour. Some time ago I saw a ship jumping while boosting :o.

-> @w.evans: I really think that would be something cool to add to your mod!

Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii » Sat, 16. Jan 16, 04:15

Are you still looking for someone to help with a translation? I can't speak German :/ but I'd have no problem re-wording what you have as a description? You did a really good job minus small typos:)
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

"Time is the fire in which we burn"

Reaper's Mod Index

beaver1981
Posts: 60
Joined: Wed, 22. May 13, 23:26
x4

Post by beaver1981 » Sun, 17. Jan 16, 23:05

@ Reaperxvii:

If you want to provide an overhauled t-file or desription in english language, that would be great. :)

Tarrok
Posts: 1
Joined: Sat, 23. Apr 05, 23:14
x4

Post by Tarrok » Fri, 2. Jun 17, 00:05

As someone who got Rebirth from GOG, any chance you would host your mod outside of the steam workshop?

Would love to add your ships to the game.

beaver1981
Posts: 60
Joined: Wed, 22. May 13, 23:26
x4

Post by beaver1981 » Thu, 27. Jul 17, 12:51

@Tarrok: Done.

Post Reply

Return to “X Rebirth - Scripts and Modding”